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Everything posted by sheson
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Ultra Tree Project; pop-in and unfinished logs
sheson replied to Bluegunk's question in DynDOLOD & xLODGen Support
If the object LOD generation process does not complete successfully for whatever reason, then both the generated LOD and the LODGen logs will be incomplete. You should not kill the LODGen.exe process that generates the object LOD if you want complete LODs. You will just have to let the processes finish on their own. You can ignore the message about the cloud at 0,0 added by Obsidian Weathers.esp. It seems it is the only mod that does adds a references there intentionally. Eventually I will get around to filter the message for that plugin. You will have to ask the mod author why they choose certain names for their worldspaces. -
You mean DynDOLOD. It indiscriminately uses any reference which base record is of the type in a list defined in the DynDOLOD INI. Any reference can have the is Full LOD (neverfade) flag set. If the nif works with the flag set, then yes it will also work as LOD in DynDOLOD. We know that trees work. What DynDOLOD typically does, create a copy of the reference and base record, then set the flag and then in game enable/disable based on distance. In a few cases such a simple copy does not work (with the existing quest scripting) and the original reference is flagged as neverfade and enabled/disabled. seruinswaygate01.nif for example.
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Vanilla or xLODGen object LOD / Terrain from xLODGen / DynDOLOD 3D tree and object LOD The object and tree LOD generation of xLODGen is a vanilla / CK replacement. DynDOLOD is an extension of xLODGen that expands static object LOD (not all of these features require dynamic LOD, SKSE and PapyrusUtil): Over 4500 new and updated LOD models for objects that otherwise will have no LOD. Generate LOD textures to match the load order. Support for texture replacements. Better LOD assignments of vanilla LOD models (for example some are unused, or low res LOD models are used for LOD4 and the hi res LOD models are unused) LOD for animated or quest enabled objects. Glow LOD. LOD for trees that can not have traditional tree LOD, working around engine limitations. 3D tree LODs. Rules for mods to generate cohesive and performance friendly LODs for mods, especially if using vanilla or 3rd party assets that have no LOD models. Rules and options to adjust every aspect of the LOD generation process to make a perfect (visual/performance) LOD mod for the current load order. Workaround for Skyrim SE large reference bugs. Honestly, if people can use xLODGen, they also can use DynDOLOD. The correct installation of billboards seems to be the hardest part, but works the exact same obviously.
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The launcher works fine. This is something with the OS or the general setup of steam or the game.
- 79 replies
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- SKYRIMLE
- DynDOLOD 2
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No idea what could cause that, but if the launcher can not create the INIs it probably does not create the registry entries either. Reboot. Make sure Skyrim is not installed into Program Files or any other special windows folder controlled by UAC. Double check that not something like antivirus is interfering.
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You using 565 compression? I would think that it would be better looking than any DXT but nearly as good as 888. You might not be able to see the difference on the map though, since there are the additional map normal overlays by default.
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There should not be a plugin at 255 / FF in the game. I am not sure if Skyrm SE behaves "normal" with position 254 / FE and no CC present. Until some good testing is done, it is probably best to not use it either.
- 2,309 replies
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https://forum.step-project.com/topic/12479-dynamic-distant-objects-lod-dyndolod-235/?p=208857 https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/?p=216737 https://forum.step-project.com/topic/13152-dyndolod-error-when-starting/?p=215985 https://forum.step-project.com/topic/12011-dyndolodtexgen-se-error-could-not-open-registry-key/?p=201268
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Skyrim SE can have 253 active plugins in the game. 254 / FE is reserved for CC and 255 / FF for temporary objects. xEdit and consequently DynDOLOD support loading of 255 plugins, but count CC plugins differently though, as each CC plugin counts like it uses a full slot. To test that there is enough room when generating, load entire load order into a recent version of xEdit first and make sure that there are no more than 253 plugins loaded, so there is room for DynDOLOD.esm and DynDOLOD.esp to be created at 254 and 255 in the worst case scenario. In the game the last plugin should not be higher than 253.
- 2,309 replies
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Try with a value of 500 for Optimize Unseen for LOD 32. The higher the better the coastline, the larger the file for the same quality.
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AFAIK an unattached script instance can only happen if a plugin was removed between saves. I am not sure what Missing objects are supposed to be, but I suppose they have their cause in a removed plugin or a form id that does not exist in a plugin anymore, but only in the save. Without a single other report it stands to reason this is either normal behavior for Skyrim SE or it is caused by something else. Just a hunch, the only reason you see a connection with DynDOLOD is most likely because it is more or less the last plugin in the load order, maybe even higher than the allowed 253? Rebuilding or emptying the DynDOLOD cache will do nothing. It will just create the same data and plugins with different form ids. If nothing else jumps out, maybe try loading and saving the plugins in CK64.
- 2,309 replies
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LODgen running for 2.5 hours AFTER DynDOLOD "finishes"
sheson replied to BlacksburgNick's question in DynDOLOD & xLODGen Support
I do not support third party guides. If there are more objects with LOD, it takes longer and will create larger files. If there are more triangles in the models used for LOD, it takes longer and will create larger files. If there are more triangles in the terrain meshes, it takes longer. It should be no surprise that using full model fallback for 3D tree LOD instead of billboards takes a magnitude longer and creates much larger files. I suggest to read Docs/trees.ultra/DynDOLOD-Trees.html and in case 3D tree LOD is desired, to only use tree mods that properly support 3D tree LOD with optimized 3D LOD models and textures. Full model fallback is an option for advanced users because it is technically possible, not something that should be generally used - for a number of reasons. Disabling mods makes no sense. If a mod has resources that are used for LOD, then the resources should be enabled or else the generated LOD would be incorrect. If a mod does not have resources used for LOD, then disabling the resources makes no difference. Use the appropriate generation settings and rules to determine which models are used for LOD. -
Why worry about something if there is no problem? Save files contain a list of scripts that are attached to forms, regardless if that script on a particular form has been executed yet or not. There is no need to do a clean save unless you are replacing the DynDOLOD plugins with a newer version. As long as a script pex file is in the load order it will probably be listed in the existing save, since there is no uninstall function in papyrus. If it can be removed at all. Data does not go missing from saves by itself. Data for a plugin is only removed when loading/saving without that plugin or if people mess up their save files with tools.
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From DynDOLOD_Manual_SSE.html Installation Skyrim SE .. Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim SE mode. See DynDOLOD-Shortcut.txt for help. From DynDOLOD-Shortcut.txt Add either -tes5 or -see as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in the desired game mode. There are no instructions that say to run the tools outside of MO2. The instructions are mod manager agnostic as much as possible. DynDOLOD-Shortcut.txt explains how to add command line parameters to the executable dropdown in MO.
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https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/page-12?do=findComment&comment=213772 remove duplicate xx000800 DLC2SolstheimWorld in Genesis Watchtowers Reborn.esp
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Tree LOD disappeared after using DynDOLOD
sheson replied to Bergset's question in DynDOLOD & xLODGen Support
The screenshot seems to show vanilla LOD. If there are problems following third party instructions, I suggest to ask the author of the third party instructions and ask question in their appropriate forum. DynDOLOD contains a comprehensive manual and instructional videos how to install LOD resources including LOD tree billboards and how to generate tree and object LOD for the load order and how to install the generated LOD. -
DynDOLOD_Manual_SSE.html Installation Skyrim SE .. Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim SE mode. See DynDOLOD-Shortcut.txt for help.
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So the obvious answer is to use the x64 version. If a x86 tool is used to start xLODGen.exe that can be tricky, however you can simply start LODGenx64.exe manually from a command prompt. Just copy the execution line from the log from [DLC2SolstheimWorld] Running "D:\xLODGen\Edit Scripts\LODGen.exe" "D:\xLODGen\Edit Scripts\LODGen_Terrain_DLC2SolstheimWorld.txt" and change it to "D:\xLODGen\Edit Scripts\LODGenx64.exe" "D:\xLODGen\Edit Scripts\LODGen_Terrain_DLC2SolstheimWorld.txt" and paste it into a command prompt window. Alternatively, you can try to disable Optimize Unseen for higher LOD levels.
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Coming back to quality and water ... It is always a good idea to compare results to what CK produces btw. It is not very pretty with water either, as it doesn't allow to adjust quality at all. I uploaded a beta 7 that has a new option "Optimize Unseen" that does things to terrain vertices that are under cell water. *On* will merge triangles that are completely under water. This should generally result in less data being used for terrain under water, leaving more detail to the surface that can be seen. In addition, selecting a value from the drop down will lower shallow vertices that are under water. This results in more steepness of the coastlines, which means they have more detail for the same quality setting. This will also means that fewer terrain triangles are close under the water surface, which means there will less z-fighting. This optimization can be used to optimize the higher LOD levels, especially LOD32 for the map. Probably best to leave *off* for LOD level 4.
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My values are just for people to have starting point. Over time I am sure there will be guides for the different games with different settings for different results. In case of the main worldspaces like Skyrim/Tamriel, the vanilla LOD32 meshes are manually edited especially around water bodies and coastlines. In that case it might be better to keep the vanilla LOD32 files. I am testing "things" that may improve those coastlines at the cost of larger files of course. I was sure the 32767 would always be low enough. I will have to look into that, especially that they do not open in nifskope. That should always work. Check "Specific Chunk" and set the drop down to the desired LOD level and leave WS empty. That should do that.

